
// ImGui Win32 + DirectX11 binding
// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.

// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui

#include "imgui.h"
#include "imgui_impl_dx11.h"
#include "imgui_internal.h"

// DirectX
#include <d3d11.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>

// Data
static INT64                    g_Time = 0;
static INT64                    g_TicksPerSecond = 0;

static HWND                     g_hWnd = 0;
static ID3D11Device*            g_pd3dDevice = NULL;
static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;
static ID3D11Buffer*            g_pVB = NULL;
static ID3D11Buffer*            g_pIB = NULL;
static ID3D11VertexShader*      g_pVertexShader = NULL;
static ID3D11InputLayout*       g_pInputLayout = NULL;
static ID3D11Buffer*            g_pVertexConstantBuffer = NULL;
static ID3D11PixelShader*       g_pPixelShader = NULL;
static ID3D11SamplerState*      g_pFontSampler = NULL;
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
static ID3D11RasterizerState*   g_pRasterizerState = NULL;
static ID3D11BlendState*        g_pBlendState = NULL;
static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;

struct VERTEX_CONSTANT_BUFFER
{
	float        mvp[4][4];
};

// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
{
	ID3D11DeviceContext* ctx = g_pd3dDeviceContext;

	// Create and grow vertex/index buffers if needed
	if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
	{
		if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
		g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
		D3D11_BUFFER_DESC desc;
		memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
		desc.Usage = D3D11_USAGE_DYNAMIC;
		desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
		desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
		desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
		desc.MiscFlags = 0;
		if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
			return;
	}
	if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
	{
		if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
		g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
		D3D11_BUFFER_DESC desc;
		memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
		desc.Usage = D3D11_USAGE_DYNAMIC;
		desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
		desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
		desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
		if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
			return;
	}

	// Copy and convert all vertices into a single contiguous buffer
	D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
	if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
		return;
	if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
		return;
	ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
	ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
	for (int n = 0; n < draw_data->CmdListsCount; n++)
	{
		const ImDrawList* cmd_list = draw_data->CmdLists[n];
		memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
		memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
		vtx_dst += cmd_list->VtxBuffer.Size;
		idx_dst += cmd_list->IdxBuffer.Size;
	}
	ctx->Unmap(g_pVB, 0);
	ctx->Unmap(g_pIB, 0);

	// Setup orthographic projection matrix into our constant buffer
	{
		D3D11_MAPPED_SUBRESOURCE mapped_resource;
		if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
			return;
		VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
		float L = 0.0f;
		float R = ImGui::GetIO().DisplaySize.x;
		float B = ImGui::GetIO().DisplaySize.y;
		float T = 0.0f;
		float mvp[4][4] =
		{
			{ 2.0f / (R - L),   0.0f,           0.0f,       0.0f },
			{ 0.0f,         2.0f / (T - B),     0.0f,       0.0f },
			{ 0.0f,         0.0f,           0.5f,       0.0f },
			{ (R + L) / (L - R),  (T + B) / (B - T),    0.5f,       1.0f },
		};
		memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
		ctx->Unmap(g_pVertexConstantBuffer, 0);
	}

	// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
	struct BACKUP_DX11_STATE
	{
		UINT                        ScissorRectsCount, ViewportsCount;
		D3D11_RECT                  ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
		D3D11_VIEWPORT              Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
		ID3D11RasterizerState*      RS;
		ID3D11BlendState*           BlendState;
		FLOAT                       BlendFactor[4];
		UINT                        SampleMask;
		UINT                        StencilRef;
		ID3D11DepthStencilState*    DepthStencilState;
		ID3D11ShaderResourceView*   PSShaderResource;
		ID3D11SamplerState*         PSSampler;
		ID3D11PixelShader*          PS;
		ID3D11VertexShader*         VS;
		UINT                        PSInstancesCount, VSInstancesCount;
		ID3D11ClassInstance*        PSInstances[256], *VSInstances[256];   // 256 is max according to PSSetShader documentation
		D3D11_PRIMITIVE_TOPOLOGY    PrimitiveTopology;
		ID3D11Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer;
		UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
		DXGI_FORMAT                 IndexBufferFormat;
		ID3D11InputLayout*          InputLayout;
	};
	BACKUP_DX11_STATE old;
	old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
	ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
	ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
	ctx->RSGetState(&old.RS);
	ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
	ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
	ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
	ctx->PSGetSamplers(0, 1, &old.PSSampler);
	old.PSInstancesCount = old.VSInstancesCount = 256;
	ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
	ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
	ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
	ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
	ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
	ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
	ctx->IAGetInputLayout(&old.InputLayout);

	// Setup viewport
	D3D11_VIEWPORT vp;
	memset(&vp, 0, sizeof(D3D11_VIEWPORT));
	vp.Width = ImGui::GetIO().DisplaySize.x;
	vp.Height = ImGui::GetIO().DisplaySize.y;
	vp.MinDepth = 0.0f;
	vp.MaxDepth = 1.0f;
	vp.TopLeftX = vp.TopLeftY = 0.0f;
	ctx->RSSetViewports(1, &vp);

	// Bind shader and vertex buffers
	unsigned int stride = sizeof(ImDrawVert);
	unsigned int offset = 0;
	ctx->IASetInputLayout(g_pInputLayout);
	ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
	ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
	ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	ctx->VSSetShader(g_pVertexShader, NULL, 0);
	ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
	ctx->PSSetShader(g_pPixelShader, NULL, 0);
	ctx->PSSetSamplers(0, 1, &g_pFontSampler);

	// Setup render state
	const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
	ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
	ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
	ctx->RSSetState(g_pRasterizerState);

	// Render command lists
	int vtx_offset = 0;
	int idx_offset = 0;
	for (int n = 0; n < draw_data->CmdListsCount; n++)
	{
		const ImDrawList* cmd_list = draw_data->CmdLists[n];
		for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
		{
			const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
			if (pcmd->UserCallback)
			{
				pcmd->UserCallback(cmd_list, pcmd);
			}
			else
			{
				const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
				ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
				ctx->RSSetScissorRects(1, &r);
				ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
			}
			idx_offset += pcmd->ElemCount;
		}
		vtx_offset += cmd_list->VtxBuffer.Size;
	}

	// Restore modified DX state
	ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
	ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
	ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
	ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
	ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
	ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
	ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
	ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
	for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
	ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
	ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
	for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
	ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
	ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
	ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
	ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}

static bool IsAnyMouseButtonDown()
{
	ImGuiIO& io = ImGui::GetIO();
	for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
		if (io.MouseDown[n])
			return true;
	return false;
}

#include <iostream>
// Process Win32 mouse/keyboard inputs. 
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	ImGuiIO& io = ImGui::GetIO();
	switch (msg)
	{
	case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
	case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
	case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
	{
		int button = 0;
		if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
		if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
		if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
		if (!IsAnyMouseButtonDown() && GetCapture() == NULL)
			SetCapture(hwnd);
		io.MouseDown[button] = true;
		return 0;
	}
	case WM_LBUTTONUP:
	case WM_RBUTTONUP:
	case WM_MBUTTONUP:
	{
		int button = 0;
		if (msg == WM_LBUTTONUP) button = 0;
		if (msg == WM_RBUTTONUP) button = 1;
		if (msg == WM_MBUTTONUP) button = 2;
		io.MouseDown[button] = false;
		if (!IsAnyMouseButtonDown() && GetCapture() == hwnd)
			ReleaseCapture();
		return 0;
	}
	case WM_MOUSEWHEEL:
		io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
		return 0;
	case WM_MOUSEMOVE:
		io.MousePos.x = (signed short)(lParam);
		io.MousePos.y = (signed short)(lParam >> 16);
		return 0;
	case WM_KEYDOWN:
	case WM_SYSKEYDOWN:
		if (wParam < 256)
			io.KeysDown[wParam] = 1;
		return 0;
	case WM_KEYUP:
	case WM_SYSKEYUP:
		if (wParam < 256)
			io.KeysDown[wParam] = 0;
		return 0;
	case WM_CHAR:
		// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
		if (wParam > 0 && wParam < 0x10000)
			io.AddInputCharacter((unsigned short)wParam);
		return 0;
	}
	return 0;
}

static void ImGui_ImplDX11_CreateFontsTexture()
{
	// Build texture atlas
	ImGuiIO& io = ImGui::GetIO();
	unsigned char* pixels;
	int width, height;
	io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);

	// Upload texture to graphics system
	{
		D3D11_TEXTURE2D_DESC desc;
		ZeroMemory(&desc, sizeof(desc));
		desc.Width = width;
		desc.Height = height;
		desc.MipLevels = 1;
		desc.ArraySize = 1;
		desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		desc.SampleDesc.Count = 1;
		desc.Usage = D3D11_USAGE_DEFAULT;
		desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
		desc.CPUAccessFlags = 0;

		ID3D11Texture2D *pTexture = NULL;
		D3D11_SUBRESOURCE_DATA subResource;
		subResource.pSysMem = pixels;
		subResource.SysMemPitch = desc.Width * 4;
		subResource.SysMemSlicePitch = 0;
		g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);

		// Create texture view
		D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
		ZeroMemory(&srvDesc, sizeof(srvDesc));
		srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
		srvDesc.Texture2D.MipLevels = desc.MipLevels;
		srvDesc.Texture2D.MostDetailedMip = 0;
		g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
		pTexture->Release();
	}

	// Store our identifier
	io.Fonts->TexID = (void *)g_pFontTextureView;

	// Create texture sampler
	{
		D3D11_SAMPLER_DESC desc;
		ZeroMemory(&desc, sizeof(desc));
		desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
		desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
		desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
		desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
		desc.MipLODBias = 0.f;
		desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
		desc.MinLOD = 0.f;
		desc.MaxLOD = 0.f;
		g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
	}
}

bool ImGui_ImplDX11_CreateDeviceObjects()
{
	if (!g_pd3dDevice)
		return false;
	if (g_pFontSampler)
		ImGui_ImplDX11_InvalidateDeviceObjects();

	// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
	// If you would like to use this DX11 sample code but remove this dependency you can: 
	//  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
	//  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. 
	// See https://github.com/ocornut/imgui/pull/638 for sources and details.

	// Create the vertex shader
	{
		static unsigned char vertexBuffer[] = { 0x44, 0x58, 0x42, 0x43, 0xA5, 0x65, 0x6C, 0xBA, 0x38, 0x7A, 0x27, 0x51, 0xAE, 0x7C, 0xE0, 0x18, 0xED, 0xDE, 0xC0, 0xE4, 0x01, 0x00, 0x00, 0x00, 0x78, 0x03, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x10, 0x01, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0xF4, 0x01, 0x00, 0x00, 0xFC, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xD4, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x4C, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x04, 0xFE, 0xFF, 0x00, 0x01, 0x00, 0x00, 0xA0, 0x00, 0x00, 0x00, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x76, 0x65, 0x72, 0x74, 0x65, 0x78, 0x42, 0x75, 0x66, 0x66, 0x65, 0x72, 0x00, 0xAB, 0xAB, 0xAB, 0x3C, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x64, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x50, 0x72, 0x6F, 0x6A, 0x65, 0x63, 0x74, 0x69, 0x6F, 0x6E, 0x4D, 0x61, 0x74, 0x72, 0x69, 0x78, 0x00, 0xAB, 0xAB, 0xAB, 0x03, 0x00, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6F, 0x6D, 0x70, 0x69, 0x6C, 0x65, 0x72, 0x20, 0x31, 0x30, 0x2E, 0x30, 0x2E, 0x31, 0x30, 0x30, 0x31, 0x31, 0x2E, 0x31, 0x36, 0x33, 0x38, 0x34, 0x00, 0x49, 0x53, 0x47, 0x4E, 0x68, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, 0x59, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, 0x50, 0x4F, 0x53, 0x49, 0x54, 0x49, 0x4F, 0x4E, 0x00, 0x43, 0x4F, 0x4C, 0x4F, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4F, 0x4F, 0x52, 0x44, 0x00, 0x4F, 0x53, 0x47, 0x4E, 0x6C, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x5C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x0C, 0x00, 0x00, 0x53, 0x56, 0x5F, 0x50, 0x4F, 0x53, 0x49, 0x54, 0x49, 0x4F, 0x4E, 0x00, 0x43, 0x4F, 0x4C, 0x4F, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4F, 0x4F, 0x52, 0x44, 0x00, 0xAB, 0x53, 0x48, 0x44, 0x52, 0x00, 0x01, 0x00, 0x00, 0x40, 0x00, 0x01, 0x00, 0x40, 0x00, 0x00, 0x00, 0x59, 0x00, 0x00, 0x04, 0x46, 0x8E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x03, 0xF2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x5F, 0x00, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x67, 0x00, 0x00, 0x04, 0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xF2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0x32, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x08, 0xF2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x56, 0x15, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x8E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x32, 0x00, 0x00, 0x0A, 0xF2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x8E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x10, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x0E, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x0E, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x8E, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0xF2, 0x20, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x36, 0x00, 0x00, 0x05, 0x32, 0x20, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x74, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 };

		if (g_pd3dDevice->CreateVertexShader(vertexBuffer, sizeof(vertexBuffer), NULL, &g_pVertexShader) != S_OK)
			return false;

		// Create the input layout
		D3D11_INPUT_ELEMENT_DESC local_layout[] = {
			{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
			{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 },
			{ "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
		};
		if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexBuffer, sizeof(vertexBuffer), &g_pInputLayout) != S_OK)
			return false;

		// Create the constant buffer
		{
			D3D11_BUFFER_DESC desc;
			desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
			desc.Usage = D3D11_USAGE_DYNAMIC;
			desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
			desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
			desc.MiscFlags = 0;
			g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
		}
	}

	// Create the pixel shader
	{
		static unsigned char shaderBlob[] = { 0x44, 0x58, 0x42, 0x43, 0xF4, 0x37, 0x3F, 0xAD, 0x4C, 0xA5, 0xBC, 0xD8, 0x5D, 0xCA, 0xD9, 0x4F, 0xE0, 0x7A, 0xCE, 0x9A, 0x01, 0x00, 0x00, 0x00, 0xA0, 0x02, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0xE0, 0x00, 0x00, 0x00, 0x54, 0x01, 0x00, 0x00, 0x88, 0x01, 0x00, 0x00, 0x24, 0x02, 0x00, 0x00, 0x52, 0x44, 0x45, 0x46, 0xA4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x04, 0xFF, 0xFF, 0x00, 0x01, 0x00, 0x00, 0x6E, 0x00, 0x00, 0x00, 0x5C, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00, 0x73, 0x61, 0x6D, 0x70, 0x6C, 0x65, 0x72, 0x30, 0x00, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x30, 0x00, 0x4D, 0x69, 0x63, 0x72, 0x6F, 0x73, 0x6F, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4C, 0x53, 0x4C, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6F, 0x6D, 0x70, 0x69, 0x6C, 0x65, 0x72, 0x20, 0x31, 0x30, 0x2E, 0x30, 0x2E, 0x31, 0x30, 0x30, 0x31, 0x31, 0x2E, 0x31, 0x36, 0x33, 0x38, 0x34, 0x00, 0xAB, 0xAB, 0x49, 0x53, 0x47, 0x4E, 0x6C, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x5C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x0F, 0x0F, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, 0x53, 0x56, 0x5F, 0x50, 0x4F, 0x53, 0x49, 0x54, 0x49, 0x4F, 0x4E, 0x00, 0x43, 0x4F, 0x4C, 0x4F, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4F, 0x4F, 0x52, 0x44, 0x00, 0xAB, 0x4F, 0x53, 0x47, 0x4E, 0x2C, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5F, 0x54, 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0xAB, 0xAB, 0x53, 0x48, 0x44, 0x52, 0x94, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x25, 0x00, 0x00, 0x00, 0x5A, 0x00, 0x00, 0x03, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x58, 0x18, 0x00, 0x04, 0x00, 0x70, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x55, 0x55, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0xF2, 0x10, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x62, 0x10, 0x00, 0x03, 0x32, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x65, 0x00, 0x00, 0x03, 0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00, 0x45, 0x00, 0x00, 0x09, 0xF2, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x10, 0x10, 0x00, 0x02, 0x00, 0x00, 0x00, 0x46, 0x7E, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x07, 0xF2, 0x20, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x0E, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x46, 0x1E, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x01, 0x53, 0x54, 0x41, 0x54, 0x74, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 };

		if (g_pd3dDevice->CreatePixelShader(shaderBlob, sizeof(shaderBlob), NULL, &g_pPixelShader) != S_OK)
			return false;
	}

	// Create the blending setup
	{
		D3D11_BLEND_DESC desc;
		ZeroMemory(&desc, sizeof(desc));
		desc.AlphaToCoverageEnable = false;
		desc.RenderTarget[0].BlendEnable = true;
		desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
		desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
		desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
		desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
		desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
		desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
		desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
		g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
	}

	// Create the rasterizer state
	{
		D3D11_RASTERIZER_DESC desc;
		ZeroMemory(&desc, sizeof(desc));
		desc.FillMode = D3D11_FILL_SOLID;
		desc.CullMode = D3D11_CULL_NONE;
		desc.ScissorEnable = true;
		desc.DepthClipEnable = true;
		g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
	}

	// Create depth-stencil State
	{
		D3D11_DEPTH_STENCIL_DESC desc;
		ZeroMemory(&desc, sizeof(desc));
		desc.DepthEnable = false;
		desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
		desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
		desc.StencilEnable = false;
		desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
		desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
		desc.BackFace = desc.FrontFace;
		g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
	}

	ImGui_ImplDX11_CreateFontsTexture();

	return true;
}

void    ImGui_ImplDX11_InvalidateDeviceObjects()
{
	if (!g_pd3dDevice)
		return;

	if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
	if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
	if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
	if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }

	if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
	if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
	if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
	if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
	if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
	if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
	if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
}

bool    ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
{
	g_hWnd = (HWND)hwnd;
	g_pd3dDevice = device;
	g_pd3dDeviceContext = device_context;

	if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
		return false;
	if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
		return false;

	ImGuiIO& io = ImGui::GetIO();
	io.KeyMap[ImGuiKey_Tab] = VK_TAB;                       // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
	io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
	io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
	io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
	io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
	io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
	io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
	io.KeyMap[ImGuiKey_Home] = VK_HOME;
	io.KeyMap[ImGuiKey_End] = VK_END;
	io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
	io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
	io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
	io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
	io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
	io.KeyMap[ImGuiKey_A] = 'A';
	io.KeyMap[ImGuiKey_C] = 'C';
	io.KeyMap[ImGuiKey_V] = 'V';
	io.KeyMap[ImGuiKey_X] = 'X';
	io.KeyMap[ImGuiKey_Y] = 'Y';
	io.KeyMap[ImGuiKey_Z] = 'Z';

	io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists;  // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
	io.ImeWindowHandle = g_hWnd;

	return true;
}

void ImGui_ImplDX11_Shutdown()
{
	ImGui_ImplDX11_InvalidateDeviceObjects();
	ImGui::Shutdown();
	g_pd3dDevice = NULL;
	g_pd3dDeviceContext = NULL;
	g_hWnd = (HWND)0;
}

void ImGui_ImplDX11_NewFrame()
{
	if (!g_pFontSampler)
		ImGui_ImplDX11_CreateDeviceObjects();

	ImGuiIO& io = ImGui::GetIO();

	// Setup display size (every frame to accommodate for window resizing)
	RECT rect;
	GetClientRect(g_hWnd, &rect);
	io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));

	// Setup time step
	INT64 current_time;
	QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
	io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
	g_Time = current_time;

	// Read keyboard modifiers inputs
	io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
	io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
	io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
	io.KeySuper = false;
	// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
	// io.MousePos : filled by WM_MOUSEMOVE events
	// io.MouseDown : filled by WM_*BUTTON* events
	// io.MouseWheel : filled by WM_MOUSEWHEEL events

	// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
	if (io.WantMoveMouse)
	{
		POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
		ClientToScreen(g_hWnd, &pos);
		SetCursorPos(pos.x, pos.y);
	}

	// Hide OS mouse cursor if ImGui is drawing it
	if (io.MouseDrawCursor)
		SetCursor(NULL);

	// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
	ImGui::NewFrame();
}
